范围:src/business/chat/ - 实现 ChatService 聊天业务服务(登录/登出/消息发送/位置更新) - 实现 ChatSessionService 会话管理服务(会话创建/销毁/上下文注入) - 实现 ChatFilterService 消息过滤服务(频率限制/敏感词/权限验证) - 实现 ChatCleanupService 会话清理服务(定时清理过期会话) - 添加完整的单元测试覆盖 - 添加模块 README 文档
501 lines
15 KiB
TypeScript
501 lines
15 KiB
TypeScript
/**
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* 聊天业务服务
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*
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* 功能描述:
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* - 实现聊天相关的业务逻辑
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* - 协调会话管理、消息过滤等子服务
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* - 实现游戏内实时聊天 + Zulip 异步同步
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*
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* 架构层级:Business Layer(业务层)
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*
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* 核心优化:
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* - 🚀 游戏内实时广播:后端直接广播给同区域用户
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* - 🔄 Zulip异步同步:消息异步存储到Zulip
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* - ⚡ 低延迟聊天体验
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*
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* 最近修改:
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* - 2026-01-14: 代码规范优化 - 提取魔法数字为常量 (修改者: moyin)
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* - 2026-01-14: 代码规范优化 - 补充类级别JSDoc注释 (修改者: moyin)
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* - 2026-01-14: 代码规范优化 - 补充接口定义的JSDoc注释 (修改者: moyin)
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* - 2026-01-14: 代码规范优化 - 完善文件头注释和方法注释规范 (修改者: moyin)
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*
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* @author moyin
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* @version 1.0.4
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* @since 2026-01-14
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* @lastModified 2026-01-14
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*/
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import { Injectable, Logger, Inject } from '@nestjs/common';
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import { randomUUID } from 'crypto';
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import { ChatSessionService } from './services/chat_session.service';
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import { ChatFilterService } from './services/chat_filter.service';
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import {
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IZulipClientPoolService,
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IApiKeySecurityService,
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} from '../../core/zulip_core/zulip_core.interfaces';
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import { LoginCoreService } from '../../core/login_core/login_core.service';
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// ========== 接口定义 ==========
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/**
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* 聊天消息请求接口
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*/
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export interface ChatMessageRequest {
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/** WebSocket连接ID */
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socketId: string;
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/** 消息内容 */
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content: string;
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/** 消息范围:local(本地)、global(全局) */
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scope: string;
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}
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/**
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* 聊天消息响应接口
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*/
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export interface ChatMessageResponse {
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/** 是否成功 */
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success: boolean;
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/** 消息ID(成功时返回) */
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messageId?: string;
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/** 错误信息(失败时返回) */
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error?: string;
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}
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/**
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* 玩家登录请求接口
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*/
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export interface PlayerLoginRequest {
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/** 认证Token */
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token: string;
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/** WebSocket连接ID */
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socketId: string;
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}
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/**
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* 登录响应接口
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*/
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export interface LoginResponse {
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/** 是否成功 */
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success: boolean;
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/** 会话ID(成功时返回) */
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sessionId?: string;
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/** 用户ID(成功时返回) */
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userId?: string;
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/** 用户名(成功时返回) */
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username?: string;
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/** 当前地图ID(成功时返回) */
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currentMap?: string;
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/** 错误信息(失败时返回) */
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error?: string;
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}
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/**
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* 位置更新请求接口
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*/
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export interface PositionUpdateRequest {
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/** WebSocket连接ID */
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socketId: string;
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/** X坐标 */
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x: number;
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/** Y坐标 */
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y: number;
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/** 地图ID */
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mapId: string;
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}
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/**
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* 游戏聊天消息格式(用于WebSocket广播)
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*/
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interface GameChatMessage {
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/** 消息类型标识 */
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t: 'chat_render';
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/** 发送者用户名 */
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from: string;
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/** 消息文本内容 */
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txt: string;
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/** 是否显示气泡 */
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bubble: boolean;
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/** 时间戳(ISO格式) */
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timestamp: string;
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/** 消息ID */
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messageId: string;
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/** 地图ID */
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mapId: string;
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/** 消息范围 */
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scope: string;
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}
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/**
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* 聊天WebSocket网关接口
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*/
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interface IChatWebSocketGateway {
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/**
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* 向指定地图广播消息
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* @param mapId 地图ID
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* @param data 广播数据
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* @param excludeId 排除的socketId(可选)
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*/
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broadcastToMap(mapId: string, data: any, excludeId?: string): void;
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/**
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* 向指定玩家发送消息
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* @param socketId WebSocket连接ID
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* @param data 发送数据
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*/
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sendToPlayer(socketId: string, data: any): void;
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}
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/**
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* 聊天业务服务类
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*
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* 职责:
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* - 处理玩家登录/登出的会话管理
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* - 协调消息过滤和验证流程
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* - 实现游戏内实时广播和Zulip异步同步
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*
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* 主要方法:
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* - handlePlayerLogin() - 处理玩家登录认证和会话创建
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* - handlePlayerLogout() - 处理玩家登出和资源清理
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* - sendChatMessage() - 发送聊天消息并广播
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* - updatePlayerPosition() - 更新玩家位置信息
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*
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* 使用场景:
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* - 游戏客户端通过WebSocket连接后的聊天功能
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* - 需要实时广播和持久化存储的聊天场景
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*/
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@Injectable()
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export class ChatService {
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private readonly logger = new Logger(ChatService.name);
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private readonly DEFAULT_MAP = 'whale_port';
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private readonly DEFAULT_POSITION = { x: 400, y: 300 };
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private readonly DEFAULT_PAGE_SIZE = 50;
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private readonly HISTORY_TIME_OFFSET_MS = 3600000; // 1小时
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private websocketGateway: IChatWebSocketGateway;
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constructor(
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@Inject('ZULIP_CLIENT_POOL_SERVICE')
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private readonly zulipClientPool: IZulipClientPoolService,
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private readonly sessionService: ChatSessionService,
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private readonly filterService: ChatFilterService,
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@Inject('API_KEY_SECURITY_SERVICE')
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private readonly apiKeySecurityService: IApiKeySecurityService,
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private readonly loginCoreService: LoginCoreService,
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) {
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this.logger.log('ChatService初始化完成');
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}
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/**
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* 设置WebSocket网关引用
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* @param gateway WebSocket网关实例
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*/
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setWebSocketGateway(gateway: IChatWebSocketGateway): void {
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this.websocketGateway = gateway;
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this.logger.log('WebSocket网关引用设置完成');
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}
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/**
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* 处理玩家登录
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* @param request 登录请求,包含token和socketId
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* @returns 登录响应,包含会话信息或错误信息
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*/
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async handlePlayerLogin(request: PlayerLoginRequest): Promise<LoginResponse> {
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const startTime = Date.now();
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this.logger.log('开始处理玩家登录', {
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operation: 'handlePlayerLogin',
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socketId: request.socketId,
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});
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try {
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// 1. 验证参数
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if (!request.token?.trim() || !request.socketId?.trim()) {
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return { success: false, error: 'Token或socketId不能为空' };
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}
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// 2. 验证Token
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const userInfo = await this.validateGameToken(request.token);
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if (!userInfo) {
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return { success: false, error: 'Token验证失败' };
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}
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// 3. 创建会话
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const sessionResult = await this.createUserSession(request.socketId, userInfo);
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this.logger.log('玩家登录成功', {
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operation: 'handlePlayerLogin',
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socketId: request.socketId,
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userId: userInfo.userId,
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duration: Date.now() - startTime,
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});
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return {
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success: true,
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sessionId: sessionResult.sessionId,
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userId: userInfo.userId,
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username: userInfo.username,
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currentMap: sessionResult.currentMap,
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};
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} catch (error) {
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const err = error as Error;
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this.logger.error('玩家登录失败', { error: err.message });
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return { success: false, error: '登录失败,请稍后重试' };
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}
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}
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/**
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* 处理玩家登出
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* @param socketId WebSocket连接ID
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* @param reason 登出原因:manual(手动)、timeout(超时)、disconnect(断开)
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*/
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async handlePlayerLogout(socketId: string, reason: 'manual' | 'timeout' | 'disconnect' = 'manual'): Promise<void> {
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this.logger.log('开始处理玩家登出', { socketId, reason });
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try {
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const session = await this.sessionService.getSession(socketId);
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if (!session) return;
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const userId = session.userId;
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// 清理Zulip客户端
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if (userId) {
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try {
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await this.zulipClientPool.destroyUserClient(userId);
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} catch (e) {
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this.logger.warn('Zulip客户端清理失败', { error: (e as Error).message });
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}
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// 清理API Key缓存
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try {
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await this.apiKeySecurityService.deleteApiKey(userId);
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} catch (e) {
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this.logger.warn('API Key缓存清理失败', { error: (e as Error).message });
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}
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}
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// 销毁会话
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await this.sessionService.destroySession(socketId);
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this.logger.log('玩家登出完成', { socketId, userId, reason });
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} catch (error) {
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this.logger.error('玩家登出失败', { error: (error as Error).message });
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}
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}
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/**
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* 发送聊天消息
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* @param request 聊天消息请求,包含socketId、content和scope
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* @returns 发送结果,包含messageId或错误信息
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*/
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async sendChatMessage(request: ChatMessageRequest): Promise<ChatMessageResponse> {
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const startTime = Date.now();
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this.logger.log('开始处理聊天消息', {
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operation: 'sendChatMessage',
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socketId: request.socketId,
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contentLength: request.content.length,
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});
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try {
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// 1. 获取会话
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const session = await this.sessionService.getSession(request.socketId);
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if (!session) {
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return { success: false, error: '会话不存在,请重新登录' };
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}
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// 2. 获取上下文
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const context = await this.sessionService.injectContext(request.socketId);
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const targetStream = context.stream;
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const targetTopic = context.topic || 'General';
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// 3. 消息验证
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const validationResult = await this.filterService.validateMessage(
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session.userId,
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request.content,
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targetStream,
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session.currentMap,
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);
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if (!validationResult.allowed) {
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return { success: false, error: validationResult.reason || '消息发送失败' };
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}
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const messageContent = validationResult.filteredContent || request.content;
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const messageId = `game_${Date.now()}_${session.userId}`;
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// 4. 🚀 立即广播给游戏内玩家
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const gameMessage: GameChatMessage = {
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t: 'chat_render',
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from: session.username,
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txt: messageContent,
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bubble: true,
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timestamp: new Date().toISOString(),
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messageId,
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mapId: session.currentMap,
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scope: request.scope,
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};
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this.broadcastToGamePlayers(session.currentMap, gameMessage, request.socketId)
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.catch(e => this.logger.warn('游戏内广播失败', { error: (e as Error).message }));
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// 5. 🔄 异步同步到Zulip
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this.syncToZulipAsync(session.userId, targetStream, targetTopic, messageContent, messageId)
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.catch(e => this.logger.warn('Zulip同步失败', { error: (e as Error).message }));
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this.logger.log('聊天消息发送完成', {
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operation: 'sendChatMessage',
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messageId,
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duration: Date.now() - startTime,
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});
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return { success: true, messageId };
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} catch (error) {
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this.logger.error('聊天消息发送失败', { error: (error as Error).message });
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return { success: false, error: '消息发送失败,请稍后重试' };
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}
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}
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/**
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* 更新玩家位置
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* @param request 位置更新请求,包含socketId、坐标和mapId
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* @returns 更新是否成功
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*/
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async updatePlayerPosition(request: PositionUpdateRequest): Promise<boolean> {
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try {
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if (!request.socketId?.trim() || !request.mapId?.trim()) {
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return false;
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}
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return await this.sessionService.updatePlayerPosition(
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request.socketId,
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request.mapId,
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request.x,
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request.y,
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);
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} catch (error) {
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this.logger.error('更新位置失败', { error: (error as Error).message });
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return false;
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}
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}
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/**
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* 获取聊天历史
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* @param query 查询参数,包含mapId、limit和offset
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* @returns 聊天历史记录列表
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*/
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async getChatHistory(query: { mapId?: string; limit?: number; offset?: number }) {
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// 模拟数据,实际应从Zulip获取
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const mockMessages = [
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{
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id: 1,
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sender: 'Player_123',
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content: '大家好!',
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scope: 'local',
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mapId: query.mapId || 'whale_port',
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timestamp: new Date(Date.now() - this.HISTORY_TIME_OFFSET_MS).toISOString(),
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streamName: 'Whale Port',
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topicName: 'Game Chat',
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},
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];
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const limit = query.limit || this.DEFAULT_PAGE_SIZE;
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const offset = query.offset || 0;
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return {
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success: true,
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messages: mockMessages.slice(offset, offset + limit),
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total: mockMessages.length,
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count: Math.min(mockMessages.length, limit),
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};
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}
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/**
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* 获取会话信息
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* @param socketId WebSocket连接ID
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* @returns 会话信息或null
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*/
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async getSession(socketId: string) {
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return this.sessionService.getSession(socketId);
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}
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// ========== 私有方法 ==========
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private async validateGameToken(token: string) {
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try {
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const payload = await this.loginCoreService.verifyToken(token, 'access');
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if (!payload?.sub) return null;
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return {
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userId: payload.sub,
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username: payload.username || `user_${payload.sub}`,
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email: payload.email || `${payload.sub}@example.com`,
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zulipEmail: undefined,
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zulipApiKey: undefined,
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};
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} catch (error) {
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this.logger.warn('Token验证失败', { error: (error as Error).message });
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return null;
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}
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}
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private async createUserSession(socketId: string, userInfo: any) {
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const sessionId = randomUUID();
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let zulipQueueId = `queue_${sessionId}`;
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// 尝试创建Zulip客户端
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if (userInfo.zulipApiKey) {
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try {
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const clientInstance = await this.zulipClientPool.createUserClient(userInfo.userId, {
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username: userInfo.zulipEmail || userInfo.email,
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apiKey: userInfo.zulipApiKey,
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realm: process.env.ZULIP_SERVER_URL || 'https://zulip.xinghangee.icu/',
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});
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if (clientInstance.queueId) zulipQueueId = clientInstance.queueId;
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} catch (e) {
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this.logger.warn('Zulip客户端创建失败', { error: (e as Error).message });
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}
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}
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const session = await this.sessionService.createSession(
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socketId,
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userInfo.userId,
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zulipQueueId,
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userInfo.username,
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this.DEFAULT_MAP,
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this.DEFAULT_POSITION,
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);
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return { sessionId, currentMap: session.currentMap };
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}
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private async broadcastToGamePlayers(mapId: string, message: GameChatMessage, excludeSocketId?: string) {
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if (!this.websocketGateway) {
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throw new Error('WebSocket网关未设置');
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}
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const sockets = await this.sessionService.getSocketsInMap(mapId);
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const targetSockets = sockets.filter(id => id !== excludeSocketId);
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for (const socketId of targetSockets) {
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try {
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this.websocketGateway.sendToPlayer(socketId, message);
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} catch (e) {
|
||
this.logger.warn('发送消息失败', { socketId, error: (e as Error).message });
|
||
}
|
||
}
|
||
}
|
||
|
||
private async syncToZulipAsync(userId: string, stream: string, topic: string, content: string, gameMessageId: string) {
|
||
try {
|
||
const apiKeyResult = await this.apiKeySecurityService.getApiKey(userId);
|
||
if (!apiKeyResult.success || !apiKeyResult.apiKey) return;
|
||
|
||
const zulipContent = `${content}\n\n*[游戏消息ID: ${gameMessageId}]*`;
|
||
await this.zulipClientPool.sendMessage(userId, stream, topic, zulipContent);
|
||
} catch (error) {
|
||
this.logger.warn('Zulip同步异常', { error: (error as Error).message });
|
||
}
|
||
}
|
||
}
|